User prompt
canlar 9 adet olsun
User prompt
oyunun başında winner asseti solda dursun ve 3 can versin
User prompt
oyun sonu ağaçlar değil poleler kovalasın
User prompt
oyun bittikten sonra bir sürü mancircle görseli gelmesin
User prompt
Oyunu kazanmak oyun sonu gelen 10 adet canavarı 10 ar atış yapıp öldürdükten sonra olsun
User prompt
Victory message: HAPPY BIRTHDAY
User prompt
oyunun ikinci etabında beyza nur durmuş yenildi yazısını kaldır
User prompt
iskelet assetini ve oyunun final etabında sağ üstteki yazıyı komple sil
User prompt
oyunun final etabında canavar balon değil ''me'' asset görseli olsun
User prompt
önceki dediğimi iptal et ve araba final etabındaki canavara çarptığında arabanın canı azalsın
User prompt
oyunun final etabında ölmek sadece canavarlar temas ederse mümkün olsun
User prompt
oyunun final etabında kovalayanlar balon değil canavar olsunlar
User prompt
oyunun final etabında sadece 10 adet düşman gelsin ve daha yavaş kovalasınlar oyunun final etabını biraz kolay hale getir
User prompt
poleler can azaltmasın
User prompt
polelerin yer değiştirmesi bittikten hemen sonra poleyle çarpışma can götürsün
User prompt
polelerin her 10 saniyede bir yer değiştirmesi yer değiştirdiği süre boyunca can götürmesin
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'setText')' in or related to this line: 'livesTxt.setText('Canlar: ' + lives);' Line Number: 598
User prompt
karakterin 5 değil 9 canı olsun ve sol üstte kaç canı kaldığını görsün her yaşlandın yazısı bir can götürsün
User prompt
bir önceki yazdığım çarpma olarak sayılmasın iptal et
User prompt
poleler sadece yer değiştirirken arabaya çarpma olarak sayılmasın
User prompt
poleler her 5 saniyede bir değil her 10 saniyede bir yer değişsin
User prompt
Polelere e her çarptığında çıkan yaşlandın sayısı ekranda sadece 1 saniye görünsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
poleler e 5 kez çarpınca game over yazısı gelsin
User prompt
Poleler ile ilgili diğer kuralları sil sadece polelere her dokunulduğunda yaşlandın yazısı gelsin
User prompt
Pole lere her dokunulduğunda yaşlandın yazısı gelsin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class for weapon projectiles var Bullet = Container.expand(function () { var self = Container.call(this); // Create bullet visual (small circle) var bulletAsset = self.attachAsset('manCircle', { anchorX: 0.5, anchorY: 0.5 }); bulletAsset.width = 20; bulletAsset.height = 20; bulletAsset.tint = 0xFFFF00; // Yellow color for bullet self.speed = 12; self.targetX = 0; self.targetY = 0; // Update method for bullet movement towards target self.update = function () { // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Remove bullet if it reaches target or goes off screen if (distance < 30 || self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { if (self.parent) { self.parent.removeChild(self); } var index = bullets.indexOf(self); if (index !== -1) { bullets.splice(index, 1); } } }; return self; }); // Car class var Car = Container.expand(function () { var self = Container.call(this); // Attach car asset (red box, 200x120) var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // Set size for car asset carAsset.width = 200; carAsset.height = 120; // For touch feedback self.flash = function () { tween(self, { alpha: 0.5 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // DeadlyTree class for special scene var DeadlyTree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (red tinted, 100x100) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 100; treeAsset.height = 100; treeAsset.tint = 0xFF0000; // Red tint for deadly trees self.speed = 24; // Falling speed (3x faster) self.isFollowing = false; self.followSpeed = 8; // Speed when following player // Start following the player self.startFollowing = function () { self.isFollowing = true; }; // Stop following and disappear with tween self.stopFollowing = function () { self.isFollowing = false; tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); }; // Update method for falling motion or following self.update = function () { if (self.isFollowing && car) { // Move towards car position var dx = car.x - self.x; var dy = car.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.followSpeed; self.y += dy / distance * self.followSpeed; } } else { self.y += self.speed; } }; return self; }); // GoldenTree class var GoldenTree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (golden, 140x140 - slightly bigger) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 140; treeAsset.height = 140; treeAsset.tint = 0xFFD700; // Golden tint color self.pointValue = 10; // Golden tree gives 10 points // Add golden glow effect self.glowEffect = function () { tween(self, { alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { self.glowEffect(); // Loop the glow effect } }); } }); }; // Start glow effect immediately self.glowEffect(); // Special golden hit animation self.hitAnim = function () { tween(self, { scaleX: 1.5, scaleY: 1.5 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); }; return self; }); // MultiSkeleton class for fourth scene var MultiSkeleton = Container.expand(function () { var self = Container.call(this); // Create circular shape for the skeleton var skeletonAsset = self.attachAsset('manCircle', { anchorX: 0.5, anchorY: 0.5 }); skeletonAsset.tint = 0x800080; // Purple tint for skeletons self.throwTimer = 0; self.throwInterval = 60; // Fixed 1 second interval (60 ticks) // Update method for throwing trees self.update = function () { self.throwTimer++; if (self.throwTimer >= self.throwInterval) { // Throw either deadly tree or point tree randomly var isDeadly = Math.random() < 0.5; // 50% chance for deadly tree var thrownTree; if (isDeadly) { thrownTree = new DeadlyTree(); } else { thrownTree = new Tree(); } // Find valid position that doesn't overlap with existing trees var validPosition = false; var tries = 0; var targetX, targetY; do { targetX = self.x + (Math.random() - 0.5) * 400; // Random position around skeleton targetY = self.y + 50 + Math.random() * 200; validPosition = true; tries++; // Check distance from all existing fourth scene trees for (var ft = 0; ft < fourthSceneTrees.length; ft++) { var existingTree = fourthSceneTrees[ft]; var dx = targetX - existingTree.x; var dy = targetY - existingTree.y; var distanceToTree = Math.sqrt(dx * dx + dy * dy); if (distanceToTree < 150) { // Minimum distance of 150 pixels validPosition = false; break; } } } while (!validPosition && tries < 10); thrownTree.x = self.x; thrownTree.y = self.y + 50; // Set target towards calculated position thrownTree.targetX = targetX; thrownTree.targetY = targetY; thrownTree.speed = 8; thrownTree.isThrown = true; // Override update to move towards target thrownTree.update = function () { if (thrownTree.isThrown) { var dx = thrownTree.targetX - thrownTree.x; var dy = thrownTree.targetY - thrownTree.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { thrownTree.x += dx / distance * thrownTree.speed; thrownTree.y += dy / distance * thrownTree.speed; } // Remove if goes off screen if (thrownTree.x < -100 || thrownTree.x > 2148 || thrownTree.y < -100 || thrownTree.y > 2832) { if (thrownTree.parent) { thrownTree.parent.removeChild(thrownTree); } var index = fourthSceneTrees.indexOf(thrownTree); if (index !== -1) { fourthSceneTrees.splice(index, 1); lastIntersectingFourthTrees.splice(index, 1); } } } }; fourthSceneTrees.push(thrownTree); lastIntersectingFourthTrees.push(false); game.addChild(thrownTree); self.throwTimer = 0; self.throwInterval = 60; // Reset to 1 second interval } }; return self; }); // Pole class var Pole = Container.expand(function () { var self = Container.call(this); // Attach pole asset (thin metal pole, 30x300) var poleAsset = self.attachAsset('pole', { anchorX: 0.5, anchorY: 0.5 }); self.pointValue = -10; // Pole reduces 10 points self.isRepositioning = false; // Flag to track if pole is being repositioned // Animate on hit (shake effect) self.hitAnim = function () { tween(self, { rotation: 0.2 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { rotation: -0.2 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 80, easing: tween.easeIn }); } }); } }); }; return self; }); // PurpleTree class var PurpleTree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (purple, 140x140 - slightly bigger) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 140; treeAsset.height = 140; treeAsset.tint = 0x8A2BE2; // Purple tint color self.pointValue = 30; // Purple tree gives 30 points // Add purple glow effect self.glowEffect = function () { tween(self, { alpha: 0.6 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { self.glowEffect(); // Loop the glow effect } }); } }); }; // Start glow effect immediately self.glowEffect(); // Special purple hit animation self.hitAnim = function () { tween(self, { scaleX: 1.6, scaleY: 1.6 }, { duration: 180, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.easeIn }); } }); }; return self; }); // ThrowingMan class for special scene var ThrowingMan = Container.expand(function () { var self = Container.call(this); // Create circular shape for the man var manAsset = self.attachAsset('manCircle', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Tree class var Tree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (green ellipse, 120x120) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 120; treeAsset.height = 120; treeAsset.tint = 0x228B22; self.pointValue = 1; // Normal tree gives 1 point // Animate on hit self.hitAnim = function () { tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); // Weapon class for special scene var Weapon = Container.expand(function () { var self = Container.call(this); // Create weapon visual using weapon image asset var weaponAsset = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); weaponAsset.rotation = Math.PI / 4; // 45 degree rotation return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game constants --- var CAR_START_X = 2048 / 2; var CAR_START_Y = 2732 - 350; var TREE_MIN_Y = 350; var TREE_MAX_Y = 2732 - 350; var TREE_MIN_X = 150; var TREE_MAX_X = 2048 - 150; var WIN_SCORE = 100000000; // --- Game state --- var car = null; var trees = []; var poles = []; var score = 0; var scoreTxt = null; var dragNode = null; var lastIntersecting = []; var lastIntersectingPoles = []; var goldenTreeSpawned = false; var treesHitThisRound = 0; var purpleTreeCounter = 0; var polesSpawnedThisRound = 0; var countdownTimer = 10; var countdownTxt = null; var lastCarX = 0; var lastCarY = 0; var lastScore = 0; var upwardCounter = 1; var upwardCounterTxt = null; var specialScene = false; var specialSceneInitialized = false; var throwingMan = null; var deadlyTrees = []; var lastIntersectingDeadly = []; var throwTimer = 0; var followingStartTime = null; var followingDuration = 10000; // 10 seconds in milliseconds var allFollowingTreesGone = false; // Flag to track if all following trees have disappeared var bottomLeftCounter = 260; var bottomLeftCounterTxt = null; var weapon = null; var weaponSpawned = false; var bullets = []; var lastIntersectingWeapon = false; var skeletonHealth = 1000; var bulletCount = 0; // Track bullets fired for enemy kill system var skeletonHealthTxt = null; var fourthScene = false; var fourthSceneInitialized = false; var multiSkeletons = []; var fourthSceneTrees = []; var lastIntersectingFourthTrees = []; // --- Create and add car --- car = new Car(); car.x = CAR_START_X; car.y = CAR_START_Y; game.addChild(car); // --- Create and add trees --- for (var i = 0; i < 5; i++) { var tree = new Tree(); tree.x = getRandomTreeX(); tree.y = getRandomTreeY(); trees.push(tree); lastIntersecting.push(false); game.addChild(tree); } // --- Create and add poles --- for (var i = 0; i < 5; i++) { var pole = new Pole(); var tries = 0; var validPosition = false; do { pole.x = getRandomTreeX(); pole.y = getRandomTreeY(); tries++; validPosition = true; // Check distance from car if (distance(car.x, car.y, pole.x, pole.y) < 300) { validPosition = false; } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(pole.x, pole.y, trees[t].x, trees[t].y) < 200) { validPosition = false; break; } } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(pole.x, pole.y, poles[p].x, poles[p].y) < 200) { validPosition = false; break; } } } while (!validPosition && tries < 20); poles.push(pole); lastIntersectingPoles.push(false); game.addChild(pole); } // --- Score text --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Countdown timer text --- countdownTxt = new Text2('10', { size: 100, fill: 0xFF0000 }); countdownTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(countdownTxt); // --- Upward counter text --- upwardCounterTxt = new Text2('1', { size: 100, fill: 0x006400 }); upwardCounterTxt.anchor.set(1, 0); LK.gui.topRight.addChild(upwardCounterTxt); // --- Bottom-left counter text --- bottomLeftCounterTxt = new Text2('260', { size: 100, fill: 0x8B4513 }); bottomLeftCounterTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(bottomLeftCounterTxt); // --- Lives text --- livesTxt = new Text2('Canlar: 9', { size: 100, fill: 0xFF0000 }); livesTxt.anchor.set(0, 0); livesTxt.x = 150; // Positioned away from the top-left menu icon livesTxt.y = 50; LK.gui.addChild(livesTxt); // --- Skeleton health bar text --- skeletonHealthTxt = new Text2('Beyza Nur DURMUŞ: 1000', { size: 80, fill: 0xFF0000 }); skeletonHealthTxt.anchor.set(0, 0.5); skeletonHealthTxt.visible = false; // Initially hidden until special scene game.addChild(skeletonHealthTxt); // --- Helper functions --- function getRandomTreeX() { return TREE_MIN_X + Math.floor(Math.random() * (TREE_MAX_X - TREE_MIN_X)); } function getRandomTreeY() { return TREE_MIN_Y + Math.floor(Math.random() * (TREE_MAX_Y - TREE_MIN_Y)); } function updateScoreText() { scoreTxt.setText(score); } function updateCountdownText() { countdownTxt.setText(countdownTimer); } function updateUpwardCounterText() { upwardCounterTxt.setText(upwardCounter); } function updateBottomLeftCounterText() { bottomLeftCounterTxt.setText(bottomLeftCounter); } function updateSkeletonHealthText() { skeletonHealthTxt.setText('Beyza Nur DURMUŞ: ' + skeletonHealth); } function updateLivesText() { livesTxt.setText('Canlar: ' + lives); } function spawnNewTree() { var newTree; // Spawn purple tree every 40 normal trees (1 in 40 chance) purpleTreeCounter++; if (purpleTreeCounter >= 40) { newTree = new PurpleTree(); purpleTreeCounter = 0; // Reset counter } else if (treesHitThisRound % 5 === 0 && !goldenTreeSpawned) { // Spawn golden tree once every 5 hits if not already spawned this round newTree = new GoldenTree(); goldenTreeSpawned = true; } else { newTree = new Tree(); // Reset golden tree availability after 10 hits if (treesHitThisRound >= 10) { goldenTreeSpawned = false; treesHitThisRound = 0; } } // Position new tree randomly (avoid placing too close to car and existing poles) var tries = 0; var validPosition = false; do { newTree.x = getRandomTreeX(); newTree.y = getRandomTreeY(); tries++; validPosition = true; // Check distance from car if (distance(car.x, car.y, newTree.x, newTree.y) < 300) { validPosition = false; } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(newTree.x, newTree.y, poles[p].x, poles[p].y) < 200) { validPosition = false; break; } } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(newTree.x, newTree.y, trees[t].x, trees[t].y) < 200) { validPosition = false; break; } } } while (!validPosition && tries < 20); trees.push(newTree); lastIntersecting.push(false); game.addChild(newTree); // Calculate current round based on score (every 50 points is a new round) var currentRound = Math.floor(score / 50); var polesPerRound = Math.max(1, 5 - currentRound); // Start with 5, decrease by 1 each round, minimum 1 // Spawn poles (decreasing each round) if (polesSpawnedThisRound < polesPerRound) { var newPole = new Pole(); var tries = 0; var validPolePosition = false; do { newPole.x = getRandomTreeX(); newPole.y = getRandomTreeY(); tries++; validPolePosition = true; // Check distance from car if (distance(car.x, car.y, newPole.x, newPole.y) < 300) { validPolePosition = false; } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(newPole.x, newPole.y, trees[t].x, trees[t].y) < 200) { validPolePosition = false; break; } } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(newPole.x, newPole.y, poles[p].x, poles[p].y) < 200) { validPolePosition = false; break; } } } while (!validPolePosition && tries < 20); poles.push(newPole); lastIntersectingPoles.push(false); game.addChild(newPole); polesSpawnedThisRound++; } // Reset pole counter when round is complete if (polesSpawnedThisRound >= polesPerRound && treesHitThisRound >= 10) { polesSpawnedThisRound = 0; } } // --- Move handler for dragging car --- function handleMove(x, y, obj) { if (dragNode) { var newX = x; var newY = Math.max(200, Math.min(2732 - 100, y)); // Screen wrapping for X axis if (newX > 2048) { newX = 0; // Car exits right, appears on left } else if (newX < 0) { newX = 2048; // Car exits left, appears on right } dragNode.x = newX; dragNode.y = newY; } // Collision detection for all trees for (var i = 0; i < trees.length; i++) { var tree = trees[i]; var currentIntersecting = car.intersects(tree); if (!lastIntersecting[i] && currentIntersecting) { // Car just hit tree score += tree.pointValue; treesHitThisRound++; updateScoreText(); // Update bottom-left counter bottomLeftCounter -= tree.pointValue; if (bottomLeftCounter <= 0) { bottomLeftCounter = 0; bottomLeftCounterTxt.visible = false; } updateBottomLeftCounterText(); // Animate car and tree car.flash(); tree.hitAnim(); // Remove the hit tree game.removeChild(tree); trees.splice(i, 1); lastIntersecting.splice(i, 1); i--; // Adjust index since we removed an element // Spawn new tree (normal or golden based on conditions) spawnNewTree(); // Win condition if (score >= WIN_SCORE) { LK.showYouWin(); } } if (i >= 0 && i < lastIntersecting.length) { lastIntersecting[i] = currentIntersecting; } } // Collision detection for all poles for (var j = 0; j < poles.length; j++) { var pole = poles[j]; var currentIntersectingPole = car.intersects(pole); if (!lastIntersectingPoles[j] && currentIntersectingPole) { // Increment pole collision counter poleCollisionCount++; // Reduce lives by 1 lives--; updateLivesText(); // Show "yaşlandın" message every time pole is touched var yaşlandınText = new Text2('yaşlandın', { size: 300, fill: 0x000000 // Black color }); yaşlandınText.anchor.set(0.5, 0.5); yaşlandınText.x = 2048 / 2; yaşlandınText.y = 2732 / 2; game.addChild(yaşlandınText); // Show message for 1 second then remove LK.setTimeout(function () { game.removeChild(yaşlandınText); }, 1000); // Check if lives reach 0 if (lives <= 0) { // Show game over after a brief delay LK.setTimeout(function () { LK.showGameOver(); }, 2100); // Delay to allow yaşlandın message to show first } } if (j >= 0 && j < lastIntersectingPoles.length) { lastIntersectingPoles[j] = currentIntersectingPole; } } } // --- Utility: distance between two points --- function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // --- Touch/drag events --- game.down = function (x, y, obj) { // Only start drag if touch is on car (within 120px radius) var dx = x - car.x; var dy = y - car.y; if (dx * dx + dy * dy < 120 * 120) { dragNode = car; handleMove(x, y, obj); } }; game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; // --- Game update loop (not needed for movement, but for future extensibility) --- game.update = function () { // Check for special scene transition (260+ score) if (score >= 260 && !specialScene) { specialScene = true; // Clear existing game elements for (var i = trees.length - 1; i >= 0; i--) { game.removeChild(trees[i]); } trees = []; lastIntersecting = []; for (var j = poles.length - 1; j >= 0; j--) { game.removeChild(poles[j]); } poles = []; lastIntersectingPoles = []; // Change background to darker for special scene game.setBackgroundColor(0x2F4F4F); // Dark gray } // Handle special scene logic if (specialScene && !specialSceneInitialized) { // Initialize special scene throwingMan = new ThrowingMan(); throwingMan.x = 2048 / 2; throwingMan.y = 200; game.addChild(throwingMan); // Show and position skeleton health bar skeletonHealthTxt.visible = true; skeletonHealthTxt.x = throwingMan.x + 100; // Position to the right of skeleton skeletonHealthTxt.y = throwingMan.y; skeletonHealth = 1000; // Reset health updateSkeletonHealthText(); // Spawn weapon immediately in special scene if (!weaponSpawned) { weapon = new Weapon(); weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds game.addChild(weapon); weaponSpawned = true; } specialSceneInitialized = true; } if (specialScene) { // Initialize following start time when first entering special scene if (followingStartTime === null) { followingStartTime = Date.now(); } // Spawn deadly trees that follow player for 10 seconds, then disappear if (LK.ticks % 120 === 0 && deadlyTrees.length < 10 && !allFollowingTreesGone) { var newDeadlyTree = new DeadlyTree(); newDeadlyTree.x = Math.random() * 2048; newDeadlyTree.y = -100; // Start above screen newDeadlyTree.spawnTime = Date.now(); newDeadlyTree.startFollowing(); deadlyTrees.push(newDeadlyTree); lastIntersectingDeadly.push(false); game.addChild(newDeadlyTree); // Set timer to make tree disappear after 10 seconds LK.setTimeout(function () { if (newDeadlyTree.parent) { newDeadlyTree.stopFollowing(); var index = deadlyTrees.indexOf(newDeadlyTree); if (index !== -1) { deadlyTrees.splice(index, 1); lastIntersectingDeadly.splice(index, 1); } // Check if all deadly trees are gone if (deadlyTrees.length === 0 && !allFollowingTreesGone) { allFollowingTreesGone = true; // Show message near the throwing man var messageText = new Text2('O zaman bunu al', { size: 80, fill: 0xFFFFFF }); messageText.anchor.set(0.5, 0.5); messageText.x = throwingMan.x; messageText.y = throwingMan.y - 100; game.addChild(messageText); // Spawn weapon at random location if (!weaponSpawned) { weapon = new Weapon(); weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds game.addChild(weapon); weaponSpawned = true; } } } }, 10000); } // Check collision with deadly trees for (var k = deadlyTrees.length - 1; k >= 0; k--) { var deadlyTree = deadlyTrees[k]; var currentIntersectingDeadly = car.intersects(deadlyTree); // Check if tree has been alive for 10 seconds if (deadlyTree.spawnTime && Date.now() - deadlyTree.spawnTime >= 10000) { deadlyTree.stopFollowing(); deadlyTrees.splice(k, 1); lastIntersectingDeadly.splice(k, 1); // Check if all deadly trees are gone if (deadlyTrees.length === 0 && !allFollowingTreesGone) { allFollowingTreesGone = true; // Show message near the throwing man var messageText = new Text2('O zaman bunu al', { size: 80, fill: 0xFFFFFF }); messageText.anchor.set(0.5, 0.5); messageText.x = throwingMan.x; messageText.y = throwingMan.y - 100; // Position above the throwing man game.addChild(messageText); // Spawn weapon at random location if (!weaponSpawned) { weapon = new Weapon(); weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds game.addChild(weapon); weaponSpawned = true; } } continue; } // Check if tree went off screen (only for non-following trees) if (!deadlyTree.isFollowing && deadlyTree.y > 2732 + 100) { game.removeChild(deadlyTree); deadlyTrees.splice(k, 1); lastIntersectingDeadly.splice(k, 1); continue; } // Check collision - instant death if (!lastIntersectingDeadly[k] && currentIntersectingDeadly) { // Show death message var deathText = new Text2('Nasip değilmiş', { size: 300, fill: 0xFF0000 }); deathText.anchor.set(0.5, 0.5); deathText.x = 2048 / 2; deathText.y = 2732 / 2; game.addChild(deathText); // Show message for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); return; } if (k < lastIntersectingDeadly.length) { lastIntersectingDeadly[k] = currentIntersectingDeadly; } } // Check weapon collision and bullet firing if (weapon && throwingMan) { var currentIntersectingWeapon = car.intersects(weapon); if (!lastIntersectingWeapon && currentIntersectingWeapon) { // Car touched weapon, make weapon follow car weapon.isFollowingCar = true; } lastIntersectingWeapon = currentIntersectingWeapon; // Make weapon follow car if attached and fire continuously if (weapon.isFollowingCar) { weapon.x = car.x + 60; // Offset to the right of car weapon.y = car.y; // Fire bullets continuously every 10 ticks (6 bullets per second) if (LK.ticks % 10 === 0) { var newBullet = new Bullet(); newBullet.x = car.x; newBullet.y = car.y; newBullet.targetX = throwingMan.x; newBullet.targetY = throwingMan.y; bullets.push(newBullet); game.addChild(newBullet); } } } // Check bullet collisions with skeleton for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; if (throwingMan && bullet.intersects && bullet.intersects(throwingMan)) { // Increment bullet count bulletCount++; // Remove bullet game.removeChild(bullet); bullets.splice(b, 1); // Flash skeleton red when hit tween(throwingMan, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(throwingMan, { tint: 0xFFFFFF }, { duration: 200 }); } }); // Every 10 bullets reduce skeleton health significantly if (bulletCount % 10 === 0) { skeletonHealth -= 100; // Reduce health by 100 every 10 bullets updateSkeletonHealthText(); } // Check if skeleton is defeated if (skeletonHealth <= 0) { // Hide health bar skeletonHealthTxt.visible = false; // Show victory message var victoryText = new Text2('Beyza Nur DURMUŞ yenildi', { size: 200, fill: 0x00FF00 }); victoryText.anchor.set(0.5, 0.5); victoryText.x = 2048 / 2; victoryText.y = 2732 / 2; game.addChild(victoryText); // Show victory for 3 seconds then transition to fourth scene LK.setTimeout(function () { // Clear special scene elements game.removeChild(victoryText); if (throwingMan) { game.removeChild(throwingMan); throwingMan = null; } if (weapon) { game.removeChild(weapon); weapon = null; weaponSpawned = false; } // Clear bullets for (var b = bullets.length - 1; b >= 0; b--) { game.removeChild(bullets[b]); } bullets = []; // Clear deadly trees for (var d = deadlyTrees.length - 1; d >= 0; d--) { game.removeChild(deadlyTrees[d]); } deadlyTrees = []; lastIntersectingDeadly = []; // Transition to fourth scene with 6 skeletons specialScene = false; specialSceneInitialized = false; fourthScene = true; fourthSceneInitialized = false; game.setBackgroundColor(0x4B0082); // Dark purple background for fourth scene }, 3000); } } } } // Only run countdown timer logic if not in special scene if (!specialScene) { // Check if player hit something (score changed) var scoreChanged = score !== lastScore; if (scoreChanged) { // Player hit something, reset countdown countdownTimer = 10; updateCountdownText(); } else { // Player didn't hit anything, countdown every second (60 ticks = 1 second) if (LK.ticks % 60 === 0) { countdownTimer--; updateCountdownText(); if (countdownTimer <= 0) { if (score < 10) { // Show F- grade for low score var gradeText = new Text2('F-', { size: 300, fill: 0xFF0000 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (score >= 10 && score <= 30) { // Show F+ grade for score between 10 and 30 var gradeText = new Text2('F+', { size: 300, fill: 0xFFA500 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (score >= 30 && score <= 50) { // Show D- grade for score between 30 and 50 var gradeText = new Text2('D-', { size: 300, fill: 0x800080 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else { LK.showGameOver(); } } } } } // Only run upward counter logic if not in special scene if (!specialScene) { // Upward counter increments every second (60 ticks = 1 second) if (LK.ticks % 60 === 0) { upwardCounter++; updateUpwardCounterText(); if (upwardCounter >= 90) { if (score < 10) { // Show F- grade for low score var gradeText = new Text2('F-', { size: 300, fill: 0xFF0000 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (score >= 10 && score <= 30) { // Show F+ grade for score between 10 and 30 var gradeText = new Text2('F+', { size: 300, fill: 0xFFA500 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (score >= 30 && score <= 50) { // Show D- grade for score between 30 and 50 var gradeText = new Text2('D-', { size: 300, fill: 0x800080 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else { LK.showGameOver(); } } } } // Handle fourth scene logic if (fourthScene && !fourthSceneInitialized) { // Initialize fourth scene with 6 skeletons for (var s = 0; s < 6; s++) { var skeleton = new MultiSkeleton(); // Position skeletons in two rows if (s < 3) { skeleton.x = (s + 1) * (2048 / 4); skeleton.y = 200; } else { skeleton.x = (s - 2) * (2048 / 4); skeleton.y = 400; } multiSkeletons.push(skeleton); game.addChild(skeleton); } fourthSceneInitialized = true; } if (fourthScene) { // Check collisions with thrown trees for (var ft = fourthSceneTrees.length - 1; ft >= 0; ft--) { var thrownTree = fourthSceneTrees[ft]; var currentIntersectingFourth = car.intersects(thrownTree); if (!lastIntersectingFourthTrees[ft] && currentIntersectingFourth) { // Check if it's a deadly tree or point tree if (thrownTree.tint === 0xFF0000) { // Deadly tree - instant death var deathText = new Text2('Nasip değilmiş', { size: 300, fill: 0xFF0000 }); deathText.anchor.set(0.5, 0.5); deathText.x = 2048 / 2; deathText.y = 2732 / 2; game.addChild(deathText); // Show message for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); return; } else { // Point tree - add points score += thrownTree.pointValue || 1; updateScoreText(); car.flash(); thrownTree.hitAnim(); // Remove the hit tree game.removeChild(thrownTree); fourthSceneTrees.splice(ft, 1); lastIntersectingFourthTrees.splice(ft, 1); // Check win condition for fourth scene if (score >= 400) { LK.showYouWin(); return; } } } if (ft < lastIntersectingFourthTrees.length) { lastIntersectingFourthTrees[ft] = currentIntersectingFourth; } } } // Handle candle repositioning every 4 seconds (only in normal game, not special scenes) if (!specialScene && !fourthScene) { candleRepositionTimer++; if (candleRepositionTimer >= repositionInterval) { // Reposition all trees (candles) using tween animation for (var t = 0; t < trees.length; t++) { var tree = trees[t]; var newX = getRandomTreeX(); var newY = getRandomTreeY(); // Use tween to smoothly move trees to new positions tween(tree, { x: newX, y: newY }, { duration: 1000, easing: tween.easeInOut }); } candleRepositionTimer = 0; // Reset timer } // Handle pole repositioning every 5 seconds (only in normal game, not special scenes) poleRepositionTimer++; if (poleRepositionTimer >= poleRepositionInterval) { // Reposition all poles using tween animation for (var p = 0; p < poles.length; p++) { var pole = poles[p]; var newX = getRandomTreeX(); var newY = getRandomTreeY(); // Set repositioning flag before starting movement pole.isRepositioning = true; // Use tween to smoothly move poles to new positions tween(pole, { x: newX, y: newY }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Clear repositioning flag when movement completes pole.isRepositioning = false; } }); } poleRepositionTimer = 0; // Reset timer } } // Update tracking variables lastCarX = car.x; lastCarY = car.y; lastScore = score; }; // --- Initialize score --- score = 0; updateScoreText(); // --- Initialize upward counter --- upwardCounter = 1; updateUpwardCounterText(); // --- Initialize bottom-left counter --- bottomLeftCounter = 260; updateBottomLeftCounterText(); // --- Initialize lives display --- lives = 9; updateLivesText(); // --- Initialize tracking variables --- lastCarX = car.x; lastCarY = car.y; lastScore = score; // --- Candle repositioning timer --- var candleRepositionTimer = 0; var repositionInterval = 240; // 4 seconds at 60 FPS (4 * 60 = 240 ticks) // --- Pole repositioning timer --- var poleRepositionTimer = 0; var poleRepositionInterval = 600; // 10 seconds at 60 FPS (10 * 60 = 600 ticks) var poleCollisionCount = 0; // Track pole collisions for game over var lives = 9; // Character has 9 lives
===================================================================
--- original.js
+++ change.js
@@ -1285,6 +1285,5 @@
// --- Pole repositioning timer ---
var poleRepositionTimer = 0;
var poleRepositionInterval = 600; // 10 seconds at 60 FPS (10 * 60 = 600 ticks)
var poleCollisionCount = 0; // Track pole collisions for game over
-var lives = 9; // Character has 9 lives
-var livesTxt = null;
\ No newline at end of file
+var lives = 9; // Character has 9 lives
\ No newline at end of file